Thursday, August 22, 2019

Avremier - a macro view


Avremier was my first attempt at creating a fantasy world. From the start, I was attracted to some of the tropes found in myth, folklore, and fantastic fiction. I was also driven to strike out on my own in new directions and in different ways. There was no desire to duplicate the work of those who came before. I saw only inspiration.

I recall writing and drawing with the intent to create from about age 6. At the time (1977) I had very few references or role models. So, I was creating as best I could from very few sources. I didn’t discover the Moldvay Basic Set for D&D until I was 11 or 12 (1982). From that point-forward, most of my creative focus was on my RPG campaign setting.

As I ran games and campaigns in Avremier through the years (1984-2017), the setting evolved and matured. Having the framework of gaming rules along with the insights and input of others really pushed the work forward. Deciding to publish some of the results a few years ago brought the project full circle.

Avremier is an alien planet placed at the exact center of Creation. It has been the focal point of exploration and incursion from other worlds and planes of existence throughout the span of time. The world itself may have sentience of a sort. The seasons manifest themselves as deity-like beings that wield seemingly absolute power over the cycles of nature and the disposition of the elements. As far as native species go, humans are not included. They came from elsewhere.

The concept of Avremier as an RPG setting is basically a fantasy treatment of Colonial America. Humans came to this world from elsewhere. They landed on the western shore of a continental landmass. They were greeted by the natives that resided at the landing point. They interacted. There was a war. Humanity lost the war and faced extermination. Through divine intervention, the remaining humans were spared and given some land upon which they could try to build.

That was the first few centuries. Humans have learned to thrive in this new world, and to coexist with their neighbors. They don’t exactly rule great empires, but there are those who could see doing so within their lifetimes. Not all lessons learned are necessarily the right ones. Time will tell.

Avremier is what humans call the world. Teloen is what the world was called before humans arrived. It has also been called Eitha Myndarun. On some charts of the planar structure of Creation, this world is simply labeled The Core.

Humans have been granted two regions of the continent. The first is Dhavon – located immediately east of the region where the first colonists landed. That region is a marshy delta known as Parateva. It is home to a race of “marsh gnomes.” They were the ones who first encountered humans during their initial arrival. The second human homeland is found to the south and east of Dhavon. Collapsed about a mile into the ground during a cataclysmic event, it is called Mauvolg.

It is important to understand that few of the native races of this world shared the values and impulses of humankind. In fantasy literature and gaming, there are a number of “classic” races and cultures. Dwarves are stoic miners and smiths with a fondness for gold. Elves are contemplative immortals with an affinity for nature and enchantment. Halflings tend to be depicted as contented homebodies that value comfort, good food and drink, and family. And so on.

Avremier isn’t like that. At least, it wasn’t before the arrival of humans. The natives of Teloen are largely of a Fae and/or Elemental nature. They had never been much inclined to build, forge, or buy. This is a vital aspect of the setting and possibly the most difficult to explain. Towns and cities are a human thing. The concept of ownership is a human thing. Money and commerce are human things. Adventuring and dungeoneering are human things. Deities and religion are human things.

This makes some aspects of the Avremier setting almost unrecognizable in comparison to other worlds. Just a brief look at a continental map will reveal huge swaths of unbroken wilderness. The realms of humankind stand out as rather isolated islands of rooftops and plowed fields among the ocean of green. Still, there are other civilizations.


The elves have Indrunel along the shore to the south of Parateva, and among the hundreds of tiny splinter islands just off of that shore. Even there, the only city you will find is the one built for human visitors and trade. The dwarves have their strongholds upon and within rocky foothills and towering mountains, but a great many have chosen to live among humans in an effort to maintain cordial relations and avert another war. The gnomes inhabit the delta of Parateva and welcome humans for trade and education – but not to dwell or to own. Halflings prefer the humans of Mauvolg over those of Dhavon, but seem keen to learn and to assimilate into their culture.

The rest of the continent tolerates humans with varying levels of success. To the south of Indrunel, the land becomes truly wild. Known as Chongoku, this is the Realm of Faerie – according to human maps. East of Dhavon are the Marchlands – an area of sparsely settled wilderness that exists in an uneasy agreement of occupation between humanity, humanoid tribes, some types of savage Fae, and the occasional group of ogres or smaller giants. Beyond the Marchlands can be found the giant realm of Undomni. Not only is the land inhabited and governed by giants of all types, but it is truly a place created on a gigantic scale. Those of lesser stature find it difficult to even survive the environment and landscape.

The remaining realms and domains of the continent have even more of a magical or mythic flavor. To the east of Mauvolg and south of Undomni, there are the realms of genies, sphinxes, dragons, and gorgons. Some desire only to enslave or devour humanity, while others would rather see what the upstart race has to offer. Some of these races have more in common with humans and have built recognizable civilizations. This will allow for easier interaction and understanding. In theory.

As a world, Avremier is adaptive. Not all races or species are natives. The arrival and presence of humankind has had a ripple effect that continues to spread and exert subtle influences. Of course, this isn’t the first time that humans have come to the Core…

Wednesday, August 21, 2019

Dirty Rotten Magicks (RedStaff)



From Whence the Magic Comes (Siege Indigo)


WHAT?

Start with the campaign premise of, “What if magic was not meant for humans?” A setting where “demihumans” wield magic naturally (in their own distinct ways) but humans have to settle for unreliable scraps and their own ingenuity. Not to say that humans won’t be ruling great kingdoms in this setting – they’re just not particularly magical when compared to the domains of the dwarves, elves, gnomes, and halflings.

Last of the “Color-Titled” post-Avremier setting variants.


WHY?

To be honest, that was the whole of my premise. Sometimes, I want a game where magic is – magical. Where you don’t have magic shops available for the shopping convenience of treasure-laden adventurers. Where magic is rare, and weird, and non-generic. Where the non-human races seem truly non-human – not just fantasy caricatures of humanity. Besides, look at some of the famous protagonists of fantasy fiction.

·         Merlin) But, look – the most famous human wizard of all! Except, that Merlin was half-demon, a heritage from which his supernatural abilities sprang.
·         Conan) A magic-hating human barbarian that lived by his sword and his own free will.
·         The Fellowship of the Ring) A ranger, a fighter, an elf, a dwarf, four halflings, and a wizard. For the record, Gandalf was not human. Also, just about all the magic items were made by elves, dwarves, or Sauron.
·         Elric) Powerful magician, but not a human.
·         Kane) Human warrior somewhat reliant upon alien technology and forbidden magic that turned on him more often than not.
·         Fafhrd and the Gray Mouser) Another mighty-thewed barbarian, and a talented sneak thief who dabbled unsuccessfully in magic before giving it up mostly for the sword and his own wit. Each has a wizardly patron – neither of which is human.

HOW?

If you want a magic-using character in this setting, you’ll need a background similar to that of a comic book superhero origin story. From whence does your magic originate?

·         Accident) Were you bitten by an enchanted spider and now find yourself with mystical spidery powers and attributes? Were you born on a dying world and sent to this one for your own good? Maybe a falling star impacted near the place you were born at the moment of your birth.
·         Blood) Do you have powerful magical forebears? Are you part demon? Fae? Angel? Elemental? Something else? Of course, there’s always alchemy – maybe your blood is no longer entirely blood.
·         Bookish) You somehow learned how to read some dead language and later discovered that all magical tomes and scrolls are written in this language. So, through accumulating pages of this stuff, you struggle to master the meagerest of magicks.
·         Gumption) If you look hard enough, you might be able to find some old, forgotten, forbidden, hidden, dangerous alien magic or magic-like technology. Those who can’t do – steal.
·         Patron) Perhaps you are supported or guided by a supernatural entity that lends you magic from time to time.

In any case – there are options.

Tuesday, August 20, 2019

A Brief Glimpse of Forever (Violet Grimoire)


VIOLET GRIMOIRE

A central MacGuffin for the setting, this volume of work is said to contain the secrets of true immortality. A legendary treasure (artifact) that has been the goal of countless adventurers and other seekers. It has been the lifelong pursuit of Andraeun Nemacae, with the reluctant support of his wealthy, influential, and eccentric family.


The reality of the Violet Grimoire is variable – depending on the goals and flavor of the campaign. The Grimoire offers immortality, but of what kind – and, at what cost? Let’s list some possibilities.

  1. Accursed: You are immortal – in one form or other, but at a terrible cost.
  2. Avatar: Your physical form is a vessel for some outer being or divinity. It is possible that your body will be altered to better suit the occupant. It is also possible that your body will not survive the transformation.
  3. Immortality: You do not age. You are impervious to most forms of harm. You have no need to eat, drink, or breathe. You are no longer mortal.
  4. Possession: Your physical form is the shared host for a being that preserves you as best it can for its own good.
  5. Regenerating: Not only have you stopped aging, but you regenerate from harm. You are very difficult to kill. In fact, you would have to be destroyed utterly to keep from being restored.
  6. Reincarnation: Yes, you can die – but you will somehow be reborn in a new form, with the memories and experiences of your previous lives.
  7. Spirit: You are a disembodied spirit. You will not pass on to the afterlife and are able to possess the living with effort, for limited periods of time.
  8. Transference: Your intellect and consciousness are placed inside an alternate physical shell. In theory, this can be continued indefinitely as long as there are viable shells available and the means of transference.
  9. Unaging: You do not age. Period. Barring incident, you could live for a very long time.
  10. Undead: You become some sort of free-willed undead monster, like a vampire or lich.